Games

Enacting culture in gaming: A video gamer’s literacy experiences and practices

Author(s): Aaron A. Toscano Year of publication: 2011 Keywords: Video games, Postmodern critique, Cultural work, Ideological literacy, Semiotic systems, Intertextuality, Militarization, Individualism, Literacy practices, Cultural ideology Methodology/Sample: Narrative research/1 gamer Reference: Toscano, A. A. (2011). Enacting culture in gaming: A video gamer’s literacy experiences and practices. Current Issues in Education, 14(1). https://www.learntechlib.org/p/109293/. Abstract Video games […]

Transcultural communication in open internet environments and massively multiplayer online games

Author(s): Steven L. Thorne Year of publication: 2008 Keywords: Second language acquisition (L2), Intercultural communication, Online gaming, Educational technology Methodology/Sample: Case study/_ Reference: Thorne, S. L. (2008). Transcultural communication in open Internet environments and massively multiplayer online games. In S.M. Pierce (Eds.), Mediating discourse online (pp.305-327). John Benjamins. https://www.jbe-platform.com/content/books/9789027291172-aals.3.17tho Abstract This chapter examines online gaming […]

Localized globalization: Directives in augmented reality game interaction

Author(s): Tetyana Sydorenko, Steven L. Thorne, John Hellermann, Amber Sanchez, Vanessa Howe Year of publication: 2021 Keywords: Augmented reality, Intercultural communication, Language learners, Pragmatics Methodology/Sample: Principled mixed methodological design/12 students Reference: Sydorenko, T., Thorne, S. L., Hellermann, J., Sanchez, A., & Howe, V. (2021). Localized globalization: Directives in augmented reality game interaction. The Modern Language […]

A comparative framework for culturally differentiated digital game-based learning

Author(s): Jae Park, Run Wen Year of publication: 2016 Keywords: Comparative education, Game design, Cross-cultural psychology, Digital game-based learning (DGBL), Learning tool development Methodology/Sample: Qualitative comparative analysis/4 students Reference: Park, J., & Wen, R. (2016). A comparative framework for culturally differentiated digital game-based learning. International Journal of Comparative Education and Development, 18(3), 138-149. https://doi.org/10.1108/IJCED-04-2016-0008 Abstract […]

Cybertext redux: Using digital game-based learning to teach L2 vocabulary, reading, and culture

Author(s): David O. Neville, Brett E. Shelton, Brian McInnis Year of publication: 2009 Keywords: Digital game-based learning (DGBL), Interactive fiction (IF), Second language acquisition (SLA), Vocabulary retention, Cultural contexts Methodology/Sample: Mixed method/7 students Reference: Neville, D. O., Shelton, B. E., & McInnis, B. (2009). Cybertext redux: Using digital game-based learning to teach L2 vocabulary, reading, […]

Reconceptualization of the context in language learning with a location-based AR app

Author(s): Sangmin-Michelle Lee, Moonyoung Park Year of publication: 2020 Keywords: Location-based augmented reality (AR), Language learning, Contextualized learning, Student engagement, Digital storytelling Methodology/Sample: Mixed methods/40 students Reference: Lee, S. M., & Park, M. (2020). Reconceptualization of the context in language learning with a location-based AR app. Computer Assisted Language Learning, 33(8), 936-959. https://doi.org/10.1080/09588221.2019.1602545 Abstract In […]

“There’s always an option”: Collaborative writing of multilingual interactive fanfiction in a foreign language class

Author(s): Frederik Cornillie, Jules Buendgens-Kosten, Shannon Sauro, Joeri Van der Veken Year of publication: 2021 Keywords: Collaborative writing, Multilingual interactive fanfiction, Language learning, Intrinsic motivation, Digital storytelling Methodology/Sample: Focus groups/_ Reference: Cornillie, F., Buendgens-Kosten, J., Sauro, S., & Van der Veken, J. (2021). “There’s always an option”: Collaborative Writing of Multilingual Interactive Fanfiction in a […]

Inclusive digital games in the transcultural communicative classroom

Author(s): Carolyn Blume Year of publication: 2021 Keywords: Inclusive games, Gender, Sexuality, EFL, Queer identities, Transcultural communicative competence, Analytical play, Identity development, LGBTQIA+ inclusion, Language learning, Game-based pedagogy Methodology/Sample: Analytical play/_ Reference: Blume, C. (2021). Inclusive digital games in the transcultural communicative classroom. ELT Journal, 75(2), 181-192. https://doi.org/10.1093/elt/ccaa084 Abstract Incorporating inclusive games and game-related tasks […]